[PbP Gameday VII] GM Irish202 RotRL: Spires of Xin-Shalast (Inactive)

Game Master Irish202


201 to 250 of 1,028 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Can someone roll to see the buff the wizard has up.

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

Life Link
Griff takes some damage and Sharton heals some. (Heal for 5 Sharton, and Griff takes 5)

Standard Action
Griff casts yet another Heal, but this time...

Move Action
...air walks over to Sharton to get him back up.
Heal (Sharton): 150 = 150

Throwing out these heals like candy. XD


Lillend Azata (Augmented) | HD 7 | HP 87/87 | AC 20 | T 12 | FF 17 | CMD 28 | F +9 | R +10 | W +10 | +1 longsword +16*/+11* (2d6+13*/19-20), tail slap +10* (2d6+5* plus grab); Immune: electricity, petrification, poison; Resist: cold 10, fire 10 | Active Conditions: Inspire Courage +2(*)[/ooc]

An azata bites the dust, and the others gasp at this. However, they stay strong and...

Free Actions (All)
Continue their frantic chorus of Inspire Courage.
Counter Song (4): 1d20 + 16 ⇒ (14) + 16 = 30

(Let's see, 3 and 4 are out of level 3 spells, might as well heal to full.

Standard Action (1)
1 tries to heal 3.
Concentration (DC 21}: 1d20 + 11 ⇒ (10) + 11 = 21
Cure Serious Wounds: 3d8 + 7 ⇒ (8, 8, 2) + 7 = 25
Just a little bit short of full healing for her! Hurray! (Now they are all out of level 3 spells.. easy to remember)

Full Attack (3 & 4)
3 and 4 try to go for the giant next to them! (#1 is the only one invisible now)

Lillend #3:
Longsword Attack 1 (Inspire Courage): 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
Longsword Damgae 1 (Inspire Courage): 2d6 + 11 + 2 ⇒ (6, 2) + 11 + 2 = 21

Longsword Attack 2 (Inspire Courage): 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Longsword Damgae 2 (Inspire Courage): 2d6 + 11 + 2 ⇒ (1, 6) + 11 + 2 = 20

Tail Slap Attack (Inspire Courage): 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Tail Slap Damage (Inspire Courage): 2d6 + 3 + 2 ⇒ (3, 5) + 3 + 2 = 13

Lillend #4:
Longsword Attack 1 (Inspire Courage): 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
Longsword Damgae 1 (Inspire Courage): 2d6 + 11 + 2 ⇒ (1, 3) + 11 + 2 = 17
CRIT - Longsword Attack 1 (Inspire Courage): 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34
CRIT - EXTRA Longsword Damgae 1 (Inspire Courage): 2d6 + 11 + 2 ⇒ (6, 4) + 11 + 2 = 23

Longsword Attack 2 (Inspire Courage): 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Longsword Damgae 2 (Inspire Courage): 2d6 + 11 + 2 ⇒ (6, 3) + 11 + 2 = 22

Tail Slap Attack (Inspire Courage): 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Tail Slap Damage (Inspire Courage): 2d6 + 3 + 2 ⇒ (3, 3) + 3 + 2 = 11
CRIT - Tail Slap Attack (Inspire Courage): 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
CRIT - EXTRA Tail Slap Damage (Inspire Courage): 2d6 + 3 + 2 ⇒ (2, 5) + 3 + 2 = 12

Grand Lodge

Male Half-Elf Druid (Saurian Shaman) 18 (HP 147/147) (AC 38(52)/14(24)/37(49)) (CMD 38) (Fort +19, Ref +13(+19), Will +21) (Init +2) (Perception +36)

With a snort of disdain, Jebediah casts Seamantle, causing a column of water to engulf him, and then moves forward to engage the huge giant.

By my math, in am 25' away from the giant, and should theoretically be out of its reach, when I cast the spell. Please move me to the 'North' of the giant. I am aware this will provoke, but am hoping that my new AC of 51 will mitigate the dangers inherent to that.


Griff wrote:
Griff takes some damage and Sharton heals some. (Heal for 5 Sharton, and Griff takes 5)

Shump is still down 27 HP, so I believe you will also take 5 points for him as well.

Lillend Azatas wrote:
3 and 4 try to go for the giant next to them!

The celestials unleash a flurry of attacks upon the giant, with several aimed at vulnerable areas. Unfortunately, the giant shifts just in time and deflects all of the blows with his armor.

All attacks miss, critical threats do not hit the giant's AC and also miss.

Jebediah wrote:
Please move me to the 'North' of the giant. I am aware this will provoke, but am hoping that my new AC of 51 will mitigate the dangers inherent to that.

RG AoO v. Jeb: 1d20 + 24 ⇒ (2) + 24 = 26, Damage: 4d6 + 34 ⇒ (4, 1, 6, 4) + 34 = 49

Jebediah the aqua-dino now splooshes over to the hallway north of the Rune Giant. It does attempt a slash at him, but is caught off guard by the concealing aspects of Jebediah's watery protection.

Meanwhile, the Storm Giants back in the chamber continue their assault on Sharton's wall of force; the barrier giving off a rather severe cracking noise as the giants damage it further. Barrier takes 121 points after hardness.

Storm Giant Attacks:

SG #1 Attack 1: 1d20 + 25 ⇒ (15) + 25 = 40, Damage: 4d6 + 36 ⇒ (5, 3, 1, 3) + 36 = 48
SG #1 Attack 2: 1d20 + 20 ⇒ (17) + 20 = 37, Damage: 4d6 + 36 ⇒ (1, 5, 6, 1) + 36 = 49
SG #1 Attack 3: 1d20 + 15 ⇒ (7) + 15 = 22, Damage: 4d6 + 36 ⇒ (1, 4, 1, 6) + 36 = 48
SG #2 Attack 1: 1d20 + 25 ⇒ (10) + 25 = 35, Damage: 4d6 + 36 ⇒ (2, 6, 4, 6) + 36 = 54
SG #2 Attack 2: 1d20 + 20 ⇒ (10) + 20 = 30, Damage: 4d6 + 36 ⇒ (5, 6, 1, 3) + 36 = 51
SG #2 Attack 3: 1d20 + 15 ⇒ (3) + 15 = 18, Damage: 4d6 + 36 ⇒ (3, 3, 4, 5) + 36 = 51

Initiative Order:

Round 9

Jebediah
Griff (-10) and Friends (Green -27)
Two Angry Electric Giants
Grognar
Ezren (In Emergency Force Sphere (EFS taken 48 points))
Shump (-22)
Sharton (WoF taken 290/320 points)

Distant Electric Giant
Somethings Unseen
Black Giant (Chamber)
Man in Robes (Flying 30 ft) + Devil (-39, stun ending this round, deaf ending next round)
Black Giant (Hallway, -57, deaf ending this round)

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Grognar opens his mind to his patron for the first time. He does not know if it is Iomedae or some other creature.

Grognar grows large, shrouded in white light he stand before the giants expecting to feel like a paragon of law, but instead is filled with chaos. Divine Vessel Anarchic aspect. I will update my stat line tonight.

Grognar is in -3b and -2b under the giant. I can't make his icon bigger.

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

GM: Yes, just missed it. ;)

And I'll start referring to Lillends by colors now. That's way more sane.

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

"Alright big guy...You're going down."

Shump attacks the rune giant with all his attacks trying to bring the creature down. smite evil, swift, AC is now 44

do we know if the Rune giants have buffs on them?

attack with haste bard song smite power attack: 1d20 + 31 ⇒ (15) + 31 = 46

damage: 1d10 + 22 + 2d6 ⇒ (4) + 22 + (4, 3) = 33

attack with haste bard song smite power attack: 1d20 + 26 ⇒ (5) + 26 = 31

damage: 1d10 + 22 + 2d6 ⇒ (7) + 22 + (6, 5) = 40

attack with haste bard song smite power attack: 1d20 + 21 ⇒ (13) + 21 = 34

damage: 1d10 + 22 + 2d6 ⇒ (5) + 22 + (3, 4) = 34

attack with haste bard song smite power attack: 1d20 + 16 ⇒ (3) + 16 = 19

damage: 1d10 + 22 + 2d6 ⇒ (2) + 22 + (5, 6) = 35

haste attack

attack with haste bard song smite power attack: 1d20 + 31 ⇒ (15) + 31 = 46

damage: 1d10 + 22 + 2d6 ⇒ (5) + 22 + (1, 2) = 30

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

oh..I meant to take a 5ft step to flank with the druid. So all the attacks should have a +2

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Sharton's eyes roll up into his head as the magic missiles strike him, but only for a moment. He stirs as Griff's life link absorbs some of the damage away, and then he comes awake with a sudden gasp as the heal completely removes all damage. With a grateful nod to the also invisible Griff, Sharton flies down lower to the ground and behind Grognar, then readies to cast contagion of flame at the two storm giants as soon as the wall of force inevitably crumbles shortly. Hopefully Grognar will provide some cover against the giants in the narrow hallway, while the rune giant and lillends might provide cover from the wizard and bone devil approaching from the other side.

Sharton's ranged touch is +9, with +1 haste and +2 inspire courage.

scorching ray #1 ranged touch vs first storm giant: 1d20 + 12 ⇒ (18) + 12 = 30 +2 for invisibility
fire damage: 4d6 + 2 ⇒ (1, 3, 2, 5) + 2 = 13

scorching ray #2 ranged touch vs first storm giant: 1d20 + 12 ⇒ (12) + 12 = 24 +2 for invisibility
fire damage: 4d6 + 2 ⇒ (2, 2, 6, 5) + 2 = 17

scorching ray #3 ranged touch vs second storm giant: 1d20 + 12 ⇒ (5) + 12 = 17 +2 for invisibility
fire damage: 4d6 + 2 ⇒ (4, 6, 5, 4) + 2 = 21

scorching ray #4 ranged touch vs second storm giant: 1d20 + 12 ⇒ (19) + 12 = 31 +2 for invisibility
fire damage: 4d6 + 2 ⇒ (2, 4, 4, 3) + 2 = 15


Shump, only your first and last attack will hit factoring flanking; both appear to do full damage. Sharton, if no action from Ezren by tomorrow (Tuesday 9/25) @ 7AM EDT, you will have until 7PM that day to perform any botting actions he mentioned in the discussion thread; I will perform botting after 7PM if no actions posted.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Seeing the missiles fly from the enemy caster Ezren will cast a quickened Shield spell before beginning to cast a full round summoning spell (Summon Monster 8).

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Phew, I was just looking through your spells trying to figure out what you would do! Your summon spells were definitely on the list, but so were a lot of other things.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Yea, Sorry for the delay. Busy and posting from phone. Back home late Saturday.


Shump manages to sneak in two strikes past the Rune Giant's defenses, causing it to roar out in pain.

Meanwhile, Grognar and Sharton spot off towards the far end of the throne chamber two huge fleshy creatures float through the air around the corner of a hallway. (Each one appears to have 1d4 + 5 ⇒ (3) + 5 = 8 copies of itself around it)

A more wordy description of these creatures:
This creature’s appearance is accompanied by the sound of retching and wet, flapping flesh. A thing of corpulent terror, it drags its swollen bulk spastically—a body composed of a sack-like mass of stitched flesh swollen almost to bursting. The iron staples that hold it together strain as if ready to burst asunder. The giant creature’s maw is vast, with a huge, lolling tongue writhing between rows of broken teeth. Its head and torso are a travesty of a humanoid atop a twisted leonine body that is little more than a pulpy mass of shattered limbs and sinew under its monstrously obese upper body. It drags itself along the ground with two clawing forepaws — straining limbs that seemingly struggle to free themselves from beneath the thing’s horrid girth.

Knowledge (Dungeoneering) DC 25:
These creatures are known as Hungerers, typically arising from a lamia matriarch cursing an unfortunate lamia into the current fleshy state you see before you. They typically have spell resistance, are immune to acid and poison, and resistant to electric/fire. They also possess a moderate amount of illusion, enchantment, and conjuration spell-like abilities. May ask 1 additional question for every 5 above the DC.

The Rune Giant in the chamber assists the Storm Giants in attacking the barrier with his longsword.

Rune Giant (Chamber) Attacks:

RG Power Attack 1: 1d20 + 23 ⇒ (7) + 23 = 30, Damage: 4d6 + 34 - 30 ⇒ (6, 3, 4, 6) + 34 - 30 = 23
RG Power Attack 2: 1d20 + 18 ⇒ (20) + 18 = 38, Damage: 4d6 + 34 - 30 ⇒ (1, 4, 6, 5) + 34 - 30 = 20

The wall of force finally shatters, which is immediately followed by a barrage of fiery beams unleashed by the waiting Sharton. The beams squarely strike the Storm Giants, burning them rather effectively.

Dispel Check: 1d20 + 16 ⇒ (3) + 16 = 19

The man flying in the area weaves his hands in intricate arcane gestures, and attempts to rip apart the watery magic protecting Jebediah. Unfortunately for him, the seamantle appears to be too complex for this wizard to unravel. Snarling with frustration, the wizard darts through the air back around the corner of the hallway out of sight. The devil seems to snap out of its stupor and weaves its clawed hands through the air as it trails cold mist. A crackling wall of ice begins to erupt out of the ground to block the hallway; possibly separating Grognar/Sharton/Griff from their allies.

DC 18 Reflex Save from Griff if he would like to try to interrupt the ice formation, otherwise the wall of ice that appears will block the hallway up to a height of 40 feet (ceiling here is 50 feet, leaving a 10 foot gap).

The Rune Giant in the hallway take a step to the southeast, and causes one of its numerous runes on its body to erupt in a shower of sparks that sprays over Shump, some Lillends, and the emergency force sphere. As this occurs, all of the runes on its body abruptly flare with light; possibly blinding those nearby!

Using the weird/awkward alternate 30-foot cone shape, the Rune Giant uses its Spark Shower on Shump, the blue and green Lillend, and technically the force sphere as collateral. DC 29 Reflex Save for 1/2 damage. Additionally, the flashing runes can cause blindness to those within 10 feet of it; so I will also need a DC 24 Fortitude Save from Shump/Blue and Green Lillend/Jebediah to avoid being blinded for 1 round.

Spark Shower (Fire Damage): 10d6 ⇒ (6, 1, 5, 5, 5, 6, 4, 3, 4, 2) = 41
Spark Shower (Electric Damage): 10d6 ⇒ (5, 4, 6, 4, 3, 2, 1, 4, 1, 6) = 36
Recharge: 1d4 ⇒ 2

**Maps Updated** Initiative advances after actions or by Friday 9/28 @ 7AM EDT.

Initiative Order::

Round 10

Jebediah (Need DC 24 Fort for blindness)
Griff (-10) and Friends (Green -27, Blue and Green need Fort/Reflex Saves)

Hallway Storm Giants (Red -30, Blue -36)
Grognar
Ezren (In Emergency Force Sphere (EFS taken 105 points))
Shump (-22, need DC 29 Reflex for 1/2 damage, need DC 24 Fort for blindness)
Distant Storm Giant
Floaty Flesh Things
Somethings Unseen
Black Giant (Chamber)
Sharton
Man in Robes (Out of sight) + Devil (-39, deaf ending next round)
Black Giant (Hallway, -118)

Current Party Buffs::

All: Inspire Courage +2, Countersong (21)
Time Elapsed since arrival: 26 minutes

Jebediah: Cold Resist 30 (22 min), Electricity Resist 30 (28 min), Haste (9 Rounds), Heroes Feast (12 hr), Hunter's Blessing (16 Hr), Life Bubble (5 Hr), Life Link, Magic Vestment (22 hr), Seamantle (18 min), Status (18 Hr), Wild Shaped

Ezren: Acid Pit (13 rounds), Cold Resist 30 (22 min), Contingency (Imrpoved Invisibility, 17 days), Electricty Resist 30 (28 min), Emergency Force Sphere (16 rounds), Haste (9 rounds), Heroes Feast (12 hr), Hunter's Blessing (16 Hr), Life Link, Life Bubble (5 hr) Mage Armor (34 hr), Mind Blank (24 hr), Mirror Image (17 min, 5 images), Overland Flight (17 hr), See Invisibility (169 min), Shield (17 min), Status (18 Hr)
-Baal: Cold Resist 30 (47 min), Deathwatch (139 min), Haste (9 rounds), Heroes Feast (12 hr), Hunter's Blessing (16 hr), Life Link, Status (18 hr),

Grognar: Cold Resist 30 (22 min), Divine Favor (EXPIRING THIS ROUND), Divine Vessel (16 rounds), Eaglesoul (16 hr), Electricity Resist 30 (28 min), GMW (16 hr), Haste (9 rounds), Heightened Awareness (134 min), Heroes Feast (12 hr), Hunter's blessing (16 hr), Life Link, Life Bubble (6 hr), Magic Vestment (22 hr), Status (18 hr),

Sharton: Cold Resist 30 (22 min), Darkvision (16 hr), Electricity Resist 30 (28 min), Haste (9 rounds), Heightened Awareness (EXPIRED), Greater Invisibility (2 rounds used), Heroes Feast (12 hr), Hunter's Blessing (16 hr), Life Link, Life Bubble (5 hr), Mage Armor (16 hr), Overland Flight (16 hr), Status (18 Hr)

Shump: Cold Resist 30 (22 min), Electricity Resist 30 (28 min), GMW (22 Hr), Haste (9 rounds), Heroes Feast (12 Hr), Hunter's Blessing (16 Hr), Life Link, Life Bubble (6 hr), Magic Vestment (22 Hr), Status (18 hr),

Griff: Ant Haul (23 hours), Air Walk (7 hours), Cold Resist 30 (47 minutes), Contingency (Breath of Life, 18 days), Freedom of Movement (7 hours), Heroes Feast (12 hr), Hunter's Blessing (16 Hr), Invisible, Life Bubble (5 hr), Magic Vestment (22 hours), Mind Blank (24 hours), SMVII (3 Lillend Azatas, 13 rounds)

Grand Lodge

Male Half-Elf Druid (Saurian Shaman) 18 (HP 147/147) (AC 38(52)/14(24)/37(49)) (CMD 38) (Fort +19, Ref +13(+19), Will +21) (Init +2) (Perception +36)

Fort: 1d20 + 19 ⇒ (7) + 19 = 26.

Finally shaking off his lethargy, Jebediah starts raging again, and pounces on the Devil!

Talon, Rage, Bard's Song, Heroes' Feast, Haste: 1d20 + 24 + 2 + 2 + 1 + 1 + 2 ⇒ (8) + 24 + 2 + 2 + 1 + 1 + 2 = 40, for 1d8 + 22 + 2 + 2 ⇒ (6) + 22 + 2 + 2 = 32 damage +2d6 ⇒ (2, 5) = 7 Holy damage +1d6 ⇒ 4 Acid damage.
Talon, Rage, Bard's Song, Heroes' Feast, Haste: 1d20 + 24 + 2 + 2 + 1 + 1 + 2 ⇒ (2) + 24 + 2 + 2 + 1 + 1 + 2 = 34, for 1d8 + 22 + 2 + 2 ⇒ (4) + 22 + 2 + 2 = 30 damage +2d6 ⇒ (5, 3) = 8 Holy damage +1d6 ⇒ 2 Acid damage.
Talon, Rage, Bard's Song, Heroes' Feast, Haste: 1d20 + 24 + 2 + 2 + 1 + 1 + 2 ⇒ (1) + 24 + 2 + 2 + 1 + 1 + 2 = 33, for 1d8 + 22 + 2 + 2 ⇒ (6) + 22 + 2 + 2 = 32 damage +2d6 ⇒ (2, 2) = 4 Holy damage +1d6 ⇒ 5 Acid damage.
Bite, Rage, Bard's Song, Heroes' Feast, Haste: 1d20 + 24 + 2 + 2 + 1 + 1 + 2 ⇒ (18) + 24 + 2 + 2 + 1 + 1 + 2 = 50, for 1d6 + 22 + 2 + 2 ⇒ (3) + 22 + 2 + 2 = 29 damage +2d6 ⇒ (2, 2) = 4 Holy damage
Foreclaw, Rage, Bard's Song, Heroes' Feast, Haste: 1d20 + 19 + 2 + 2 + 1 + 1 + 2 ⇒ (11) + 19 + 2 + 2 + 1 + 1 + 2 = 38, for 1d4 + 13 + 2 + 2 ⇒ (3) + 13 + 2 + 2 = 20 damage +2d6 ⇒ (1, 4) = 5 Holy damage
Gore, Rage, Bard's Song, Heroes' Feast, Haste: 1d20 + 24 + 2 + 2 + 1 + 1 + 2 ⇒ (13) + 24 + 2 + 2 + 1 + 1 + 2 = 45, for 1d8 + 18 + 2 + 2 ⇒ (2) + 18 + 2 + 2 = 24 damage +2d6 ⇒ (4, 4) = 8 Holy damage

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

Reflex: 1d20 + 14 ⇒ (19) + 14 = 33

Keep forgetting to comment, Griff has Lifesense 30 ft. Not saying it for any reason in particular than I just remembered to mention it.

Life Link
Shump heals for 5 and Griff takes 5. (If I missed anyone, let me know!)

Standard Action
Griff takes the small moment of reprieve to re-activate his Ring of Invisibility, just in case.

5 ft. step
He steps to the side, being more central to the party.


Lillend Azata (Augmented) | HD 7 | HP 87/87 | AC 20 | T 12 | FF 17 | CMD 28 | F +9 | R +10 | W +10 | +1 longsword +16*/+11* (2d6+13*/19-20), tail slap +10* (2d6+5* plus grab); Immune: electricity, petrification, poison; Resist: cold 10, fire 10 | Active Conditions: Inspire Courage +2(*)[/ooc]

Blue Saving Throws
Reflex: 1d20 + 10 ⇒ (19) + 10 = 29
Fort: 1d20 + 9 ⇒ (18) + 9 = 27

Green Saving Throws
Reflex: 1d20 + 10 ⇒ (13) + 10 = 23
Fort: 1d20 + 9 ⇒ (10) + 9 = 19

The blue dressed lillend saves like a champ, while the other takes the full brunt.

(The lillends are immune to the electricity and resist fire 10, so from my calculations that means that Blue takes 15 Fire and Green takes 31 Fire

Free Actions (Red, Blue, Green)
The Red and Blue dressed lillends keep Inspiring despite how bad it is, and the Green one keeps countersoung up.
Countersong (Green): 1d20 + 16 ⇒ (10) + 16 = 26

Full Attacks (Blue, Green)
They keep full attacking!

Blue Lillend:
Longsword Attack 1 (Inspire Courage): 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
Longsword Damage 1 (Inspire Courage): 2d6 + 11 + 2 ⇒ (2, 3) + 11 + 2 = 18

Longsword Attack 2 (Inspire Courage): 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Longsword Damage 2 (Inspire Courage): 2d6 + 11 + 2 ⇒ (2, 6) + 11 + 2 = 21

Tail Slap Attack (Inspire Courage): 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Tail Slap Damage (Inspire Courage): 2d6 + 3 + 2 ⇒ (5, 4) + 3 + 2 = 14

Green Lillend:
You can apply 50% miss chance to these as she is blind

Longsword Attack 1 (Inspire Courage): 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
Longsword Damage 1 (Inspire Courage): 2d6 + 11 + 2 ⇒ (5, 5) + 11 + 2 = 23

Longsword Attack 2 (Inspire Courage): 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
Longsword Damage 2 (Inspire Courage): 2d6 + 11 + 2 ⇒ (4, 5) + 11 + 2 = 22

Tail Slap Attack (Inspire Courage): 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Tail Slap Damage (Inspire Courage): 2d6 + 3 + 2 ⇒ (6, 4) + 3 + 2 = 15

Five Foot Step (Red)
Red takes a step back.


Jebediah pounces at the devil and quickly eviscerates it after his 3rd talon attack. The lillends bravely attack, though the Green one appears blinded, but are completely unable to pierce the Rune Giant's defenses.

Meanwhile, the two Storm Giants adjust 5 feet up the hall towards Grognar. The Blue Storm Giant appears to be waiting for something, as Grognar appears out of its reach, while the Red one attempts to make a flurry of attacks on the half-orc. The giant only is able to slip one attack through Grognar's defenses. 22 damage after DR to Grognar.

Attacks vs. Grognar:

SG Attack 1: 1d20 + 29 ⇒ (10) + 29 = 39, Damage: 4d6 + 24 ⇒ (2, 3, 2, 1) + 24 = 32
SG Attack 1: 1d20 + 24 ⇒ (5) + 24 = 29, Damage: 4d6 + 24 ⇒ (2, 6, 6, 4) + 24 = 42
SG Attack 1: 1d20 + 19 ⇒ (7) + 19 = 26, Damage: 4d6 + 24 ⇒ (5, 6, 3, 3) + 24 = 41

Initiative advances after actions or by Friday 9/28 @ 10PM EDT

Initiative Order:

Round 10

Jebediah
Griff (-15) and Friends (Green -58 and blind 1 round, Blue -15)
Hallway Storm Giants (Red -30, Blue -36)
Grognar
Ezren (In Emergency Force Sphere (EFS taken 105 points))
Shump (-22, need DC 29 Reflex for 1/2 damage, need DC 24 Fort for blindness)

Distant Storm Giant
Floaty Flesh Things
Somethings Unseen
Sharton
Black Giant (Chamber)
Man in Robes (Out of sight) + Devil (-39, deaf ending next round)
Black Giant (Hallway, -118)

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

the Rune giant should have taken another 16 points from the power attack from the last 2 hits. If I can retcon my damage

Fort: 1d20 + 20 ⇒ (3) + 20 = 23

Reflex with Haste bonus: 1d20 + 11 ⇒ (7) + 11 = 18

Ick...I had a low chance of failure on that. I'll use my reroll on the Fort Save

Fort: 1d20 + 25 ⇒ (8) + 25 = 33

Shump continues his assault on the rune giant next to him. Not striking so hard this time. no power attack

When will this thing drop. More foes keep coming. Lady of Valor protect us

"Sparks hunh? They won't stop this hit!"

attack with haste bard song and smite: 1d20 + 35 ⇒ (9) + 35 = 44

damage: 1d10 + 22 + 2d6 ⇒ (8) + 22 + (4, 6) = 40

attack with haste bard song and smite: 1d20 + 30 ⇒ (13) + 30 = 43

damage: 1d10 + 22 + 2d6 ⇒ (6) + 22 + (3, 5) = 36

attack with haste bard song and smite: 1d20 + 25 ⇒ (4) + 25 = 29

damage: 1d10 + 22 + 2d6 ⇒ (6) + 22 + (1, 2) = 31

attack with haste bard song and smite: 1d20 + 20 ⇒ (8) + 20 = 28

damage: 1d10 + 22 + 2d6 ⇒ (2) + 22 + (4, 1) = 29

haste attack

attack with haste bard song and smite: 1d20 + 35 ⇒ (13) + 35 = 48

damage: 1d10 + 22 + 2d6 ⇒ (3) + 22 + (5, 4) = 34

Shump slaps his chest. "Lady of Valor heal me" swift

lay on hands: 4d6 ⇒ (6, 5, 2, 1) = 14

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Swift action Quicked Divine Favor 5ft to close the distance.

Attack: 1d20 + 36 ⇒ (19) + 36 = 55 Haste, PA, Heorism, Divine Favor, Eaglesoul, Inspire, Divine Vessel
Damage: 3d6 + 15 + 12 + 4 + 3 + 2 + 5 ⇒ (4, 6, 5) + 15 + 12 + 4 + 3 + 2 + 5 = 56
Damage: 3d6 + 15 + 12 + 4 + 3 + 2 + 5 ⇒ (4, 6, 2) + 15 + 12 + 4 + 3 + 2 + 5 = 53
-------------------------------------------------------------------------
Attack Haste: 1d20 + 36 ⇒ (7) + 36 = 43
Damage: 3d6 + 15 + 12 + 4 + 3 + 5 ⇒ (2, 6, 2) + 15 + 12 + 4 + 3 + 5 = 49
--------------------------------------------------------------------------
Attack: 1d20 + 31 ⇒ (11) + 31 = 42
Damage: 3d6 + 15 + 12 + 4 + 3 + 2 + 5 ⇒ (6, 5, 4) + 15 + 12 + 4 + 3 + 2 + 5 = 56
-------------------------------------------------------------------------
Attack: 1d20 + 26 ⇒ (16) + 26 = 42
Damage: 3d6 + 15 + 12 + 4 + 3 + 2 + 5 ⇒ (1, 4, 5) + 15 + 12 + 4 + 3 + 2 + 5 = 51
-------------------------------------------------------------------------
Bite: 1d20 + 24 ⇒ (13) + 24 = 37
Damage: 3d6 + 6 + 4 + 4 + 3 + 2 + 5 ⇒ (6, 5, 3) + 6 + 4 + 4 + 3 + 2 + 5 = 38

Misfortune:

Aid saving throws against debilitating effects (paralysis, dominate, blind, possession and save or suck that will take anyone out of the fight. Condition: roll below 5 if the PC has a particularly weak save roll below 8. OR when requested by a pc at my discretion.
Enemy saving throw when requested by another PC. Usually when a weak save has been identified and targeted. Condition: 15 or higher is rolled. If the enemy seems to be a leader/ general/ or particularly powerful reroll 10 or higher.
Attacks, critical threats when casters are ~50% or less and melee PCs are ~30% or less. [b] Condition: Assume that crit means natural 20 until there is a demonstration or identification of keen, high crit weapon or improved crit then adjust accordingly.

Something completely unforeseen. Beg to let me use the ability, and then the Gm agrees.
*For HP percentages I’m giving approximations. If a pc starts at 51% the first attack is a crit and there are 5 more attack coming that meets spirit of the threshold.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

@ Griff. Grognar also took a hit.


Shump delivers several powerful strikes to the Rune Giant, splaying its blood in all directions. The creature still remains on its feet, though it definitely appears bloodied and much weaker than before. Your 1st, 2nd, and hasted attack hit.

Grognar, filled with a font of chaotic energy, slices the Storm Giant to pieces with his weapon. He would have been bleeding out after all those attacks instead of dead...if he hadn't been zapped by fiery lasers earlier ;)

Ezren wrote:
Yea, Sorry for the delay. Busy and posting from phone. Back home late Saturday.

The gap in initiative between Ezren's initiative and Sharton's will be exceptionally busy this turn (because reasons), and his summons might have a substantial impact on the outcome. Will push posting deadline back to Saturday 9/29; botting actions will trigger Sunday 9/30 @ 10AM EDT.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Thanks gm. That seems fair, these fights are scary.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

I am back home from my travels and am just sitting down to catch up with my games. It seems I am up. Is that correct? I'd appreciate this afternoon to post. I need to review the map and status of the fight. And I think that closer rune giant is dead, right?

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Welcome back. Rune giant in the main area is up and Grognar's storm giant is down. I believe.


Grognar wrote:
Welcome back. Rune giant in the main area is up and Grognar's storm giant is down. I believe.

Correct! Though if you shift out of the sphere, you will notice that the hallway Rune Giant is very injured in case that affects your plans.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Yes, I see that now. Had to read and re-read the game posts to follow even though GM Irish202 is doing an awesome job at managing this chaos. Gonna need some arbitration on my summon GM Irish202 as I am summoning an elder earth elemental (Huge) in the stone that I am standing on. I'd like to have it flank with Shump. Your first call is can I summon it so that its in the stone and if so how far away? So it will either attach from where it was summoned in the stone adjacent to me without flank or in the stone behind the creature to flank with Shump. It can 5' adjust in the stone and still full attack.

Ezren finishes his spell concentration and a creature of earth and stone bursts forth to attack the Rune Giant closest to his sphere.

Slam: 1d20 + 29 ⇒ (8) + 29 = 372d10 + 15 ⇒ (3, 9) + 15 = 27
Slam: 1d20 + 29 ⇒ (17) + 29 = 462d10 + 15 ⇒ (5, 5) + 15 = 25

Meanwhile the imp will cast Resist Electricity on Ezren while he dimensionlly shifts to atop the wall of ice (flying so not touching it.) and casts Maze on second rune Giant.

SR: 1d20 + 23 ⇒ (13) + 23 = 36

Elder Earth Elemental:

Elder Earth Elemental CR 11

XP 12,800
N Huge outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19

DEFENSE

AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size)
hp 200 (16d10+80)+32
Fort +17, Ref +4, Will +10
DR 10/—; Immune elemental traits

OFFENSE

Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +28 (2d10+14/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks earth mastery

STATISTICS

Str 38, Dex 8, Con 25, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +30; CMD 39
Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack
Skills Appraise +19, Climb +31, Knowledge (dungeoneering) +19, Knowledge (planes) +19, Perception +19, Stealth +10
Languages Terran

SPECIAL ABILITIES

Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Liberty's Edge

Manly Humanoid Marine 18 / Grad student 4 / Proposal manager 8 / Financial advisor 2
Ezren, Hellknight Signafier wrote:
Meanwhile the imp will cast Resist Electricity on Ezren while he dimensionlly shifts to atop the wall of ice (flying so not touching it.) and casts Maze on second rune Giant.

We all already have Resist Electricity and Cold (thank you), I'm pretty sure you mean Resist Fire since the Rune Giants emit a cone of mixed fire/electric. You and I also need to further identify more info on those hungerers approaching, now that you can see them.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Can anyone identify the flesh creatures? They worry me. In addition, some knowledge arcana checks so we know what spells are up would be great.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Yes, meant fire. Sorry about that one. Its from a wand, so only 10 points, but that can help. Grognar, I think Ezren can now see the creatures so he can try. Not sure what Arcana check you want. I cannot even see the wizard now.

Knowledge (Dungeoneering) DC 25: 1d20 + 20 ⇒ (18) + 20 = 38

Tell me special attacks, defenses, and worst saves if my roll gets that much.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Knowledge arcana covers spell effects that are currently in place this usually includes spell-like abilities have been per cast or are constant, which seems like a possibility here as they are clearly aware we are here, as well as items that provide spell effects.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

I certainly do not mind rolling. Not sure what to expect. With a take 10 I get a 43 but will roll.

Knowledge (arcana): 1d20 + 33 ⇒ (12) + 33 = 45

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Thank for rolling we may get nothing only the GM knows.

At this level I find freedom of movement, miss chance spells, air walk and fly spells, certain aura spells, shield, anti-life shells, see invis/ other divination, blade barrier, polymorph any object,resist energy, haste all come up as spell like abilities.

Even finding say shield vs shield of faith and can tell you expect different types of offenses spells.


Rules Shenanigans:
Ezren wrote:
Yes, I see that now. Had to read and re-read the game posts to follow even though GM Irish202 is doing an awesome job at managing this chaos. Gonna need some arbitration on my summon GM Irish202 as I am summoning an elder earth elemental (Huge) in the stone that I am standing on. I'd like to have it flank with Shump. Your first call is can I summon it so that its in the stone and if so how far away? So it will either attach from where it was summoned in the stone adjacent to me without flank or in the stone behind the creature to flank with Shump. It can 5' adjust in the stone and still full attack.

You must have line of sight to summon your creature, meaning you cannot summon it into the stone unless you possess the ability to see through stone. However, you can swift action prior to completing your spell out of the sphere onto the top of the ice wall and then summon it wherever (placed opposite of Shump since you indicated preferring flanking). In regards to attacking from out of stone with earth glide, my opinion is that you will have 50% concealment if you are fully in stone; tremorsense gives location but not pinpoint targeting. You may either attack fully within the stone (with 50% miss-chance but unable to be attacked afterwards), partially in the stone (with 20% concealment and improved cover bonus to element's defense), or entirely in the open (as usual). However, you will find that the above opinion's relevance at the moment is minimal for reasons below.

Dice Rolling:

Perception (Ezren): 1d20 + 26 - 20 - 5 ⇒ (7) + 26 - 20 - 5 = 8
Elemental Fort Save: 1d20 + 17 ⇒ (10) + 17 = 27
Elemental Will Save: 1d20 + 10 ⇒ (1) + 10 = 11
Wisdom Drain: 1d4 ⇒ 3
Roll for Secret Reasons: 1d20 + 16 ⇒ (1) + 16 = 17

Knowledge (Dungeoneering, Ezren):
You can barely see the floating flesh creatures through the various giants blocking your line of sight. You know everything posted in the previous spoiler at the beginning of Round 10 (9/26), as well as that its defenses are best pierced by cold iron and piercing weapons. Its huge maw contains viciously sharp teeth, that deal 4 times damage on a critical hit and can possibly kill a target out right on such a hit. Any time someone injures it, it sprays caustic blood that can possibly deal acid damage to those around it. Despite their large and fleshy girth, effects that target its fortitude would have the best statistical chance of success; though not by a large margin.

Ezren pops out of his defensive sphere and is joined shortly by a mighty earth elemental summoned by his magic (which immediately appears to become incredibly derpy as the protection field zaps its mind). The creature appears next to the Rune Giant, beginning to sink slightly into the stone floor beneath it for cover. However, with an almost comedic "sproing" noise, the elemental gets shunted out of the floor with a very confused look in its granite eye sockets. It does not seem deterred by this, delivering an one-two punch to the Rune Giant next to it. The first hit leave the giant reeling, while the second hit connects squarely in the Giant's chin; causing the creature to tumble to the ground unconscious in a gigantic crash of golden full-plate. Flanking was needed to hit both times

Meanwhile, Ezren calls down powerful magic upon the other Rune Giant; banishing it from the area into an ever-shifting maze of endless corridors. Further in the chamber beyond, the remaining Storm Giant emerges back into view; accompanied by what appears to be a large sized creature, with the beautiful top half of a humanoid woman and the lower half of a lion. This creature too appears to have several copies of itself around it (# of Copies): 1d4 + 3 ⇒ (4) + 3 = 7)). Finally, the fleshy floaty creatures float forward some more to get a better distance on the combat. One of them is surrounded by a disgusting green light, and abruptly the area around Grognar is filled with a green mist that obscures sight. Shortly afterwards, the sound of the two massive golden doors closing can be heard.

Initiative Advances after Sharton or by Tuesday 10/2 @ 7PM EDT

Initiative Order:

Round 10

Jebediah
Griff (-15) and Friends (Green -58 and blind 1 round, Blue -15)
Hallway Storm Giants (Blue -36)
Grognar
Ezren (In Emergency Force Sphere (EFS taken 105 points))
Shump (-22)
Less Distant Storm Giant
Floaty Flesh Things
Female Half-Lions
Sharton
Black Giant (Chamber)
Man in Robes (Out of sight))
Black Giant (Hallway, -294, unconscious)

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Everyone receives in their minds. <<The Rune giant that vanished is not dead, it is only in a maze on another plane. It will be back and will be just as deadly as when it left. Perhaps we should retreat slightly to only have one front?>>


Knowledge (Arcana, Ezren):
In terms of visible spell-effects that you can decipher, you are aware of the following prior to the misty cloud covering much of your line of vision: Rune Giant (Air Walk), Storm Giant (Call Lightning, Levitate), Hungerer (Fly, Mirror Image, Stinking Cloud), Lion Ladies (Mirror Image, Shield of Faith, Protection from Good), Grumpy Wizard (Shield, Overland Flight or Fly, Stoneskin, Haste). If you spend time using detect magic or arcane sight, I can give you more active buffs.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Ezren has his companion share the spoilered information about both the new threats and the buffs. Unsure how fast that can he shared so he starts with the DR, SR, immunities and resistances, and the acid stuff.

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Sharton will start with some of the knowledge checks first.

Knowledge (dungeoneering): 1d20 + 15 + 1d6 ⇒ (2) + 15 + (3) = 20 for the hungerers

Knowledge (nature): 1d20 + 16 + 1d6 ⇒ (12) + 16 + (3) = 31 for the half-lion ladies

He's trying to recall things like resistances, immunities, SR, DR, and special attacks.

Sharton will fly up until he's just above the green cloud so that he can direct the next set of scorching rays out of the storm giants, which is a free action.

Two scorching rays blast out of the red storm giant to strike the blue storm giant.

Scorching ray #1: 1d20 + 9 + 1 + 2 + 1 ⇒ (20) + 9 + 1 + 2 + 1 = 33 ranged touch
crit confirmation: 1d20 + 9 + 1 + 2 + 1 ⇒ (5) + 9 + 1 + 2 + 1 = 18 ranged touch
fire damage: 4d6 + 2 + 1 ⇒ (4, 3, 2, 3) + 2 + 1 = 15 with point blank shot
fire damage: 4d6 + 2 + 1 ⇒ (2, 3, 3, 3) + 2 + 1 = 14 crit damage

Scorching ray #2: 1d20 + 9 + 1 + 2 + 1 ⇒ (19) + 9 + 1 + 2 + 1 = 32 ranged touch
fire damage: 4d6 + 2 + 1 ⇒ (3, 5, 2, 6) + 2 + 1 = 19

Do I need a Fort save against the green cloud?
Fort save: 1d20 + 12 ⇒ (10) + 12 = 22

Sharton looks further up the hall. Are the doors actually closed? If not, then he'll shoot the other two scorching rays from blue storm giant at blue hungerer. If the doors are closed, he'll look to see if there's anything else that can be targeted. Too bad I can't loop the rays out of blue giant right back into him.

Sharton still has two scorching rays and a standard action left, but that will depend on what he sees. If the doors are closed he'll ready a spell should another opponent reappear.


Knowledge Dungeoneering (Sharton):
You believe that these fleshy blob creatures are actually a failed Runelord experiment, mixing an ooze with a humanoid creature resulting in something hideously aberrant. On second thought, you think it's just better to ask Ezren.

Knowledge Nature (Sharton):
With your brief glimpse of the half-leontine females, you come to the conclusion that there is nothing natural at all about their existence. In fact, you feel it is very..aberrant. Actually would need Dungeoneering for the ladies.

No saves are needed for the cloud, as you all should have life bubble active. It is merely a...hindrance, if you will. I also apologize, as I forgot to mention that two clouds went off; I did not mention it as Sharton would not have seen the second appear due to being inside one himself, I forgot that Ezren would have had enough height at the top of the wall to spot it.

Spellcraft (Everyone but Jeb/Shump):
It appeared that the hungerers cast a quickened stinking cloud

As Sharton flies out of the cloud to get a better aim on the Storm Giant, he will also see that the latter half of the hallway is covered with more sickly mist that partially conceals the giant.

Miss Chance (20% Low Miss): 1d100 ⇒ 8
Miss Chance (20% Low Miss): 1d100 ⇒ 3

His fiery rays strike at the walls, leaving sizzling scorch marks. Through the roiling mist, it appears that the doors behind mist are closed.

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Knowledge (dungeoneering): 1d20 + 15 + 1d6 ⇒ (11) + 15 + (3) = 29 for the lion-ladies

Thanks for reminding me about life bubble. And "thanks" for those 20% miss chance rolls, sheesh. :P EDIT: I also see that there's a corner of the giant that is NOT inside the cloud, so I'd like to target that portion, if I may.

On second thought, Sharton will spend his standard action to recall wall of force as I pull out his 2010 chronicle sheet for "Year of the Shadow Lodge" and check off the first Magic box.


Ezren, looking over your inventory, it does not look like Baal has any way to cast resist energy on you. I see several protection from energy items you can use, but not resist. Is this correct?

Sharton wrote:
EDIT: I also see that there's a corner of the giant that is NOT inside the cloud, so I'd like to target that portion, if I may.

My further apologies. The hungerer's intent was to completely conceal any of his allies in the cloud. In my late night map updating, my tired brain forgot to snap the cloud token to the correct location; it would have been over far enough to grant concealment to the giant. The maps have been corrected and also updated; all token locations in the throne chamber are considered "last-known locations" until door/visibility situation is addressed.

Rune Giant Int Check for Maze: 1d20 + 2 ⇒ (12) + 2 = 14 Still a-Mazed
Rune Giant Stabilize: 1d20 + 9 - 24 ⇒ (7) + 9 - 24 = -8

Jebediah and Shump do not see the man in robes come from around the bend of the eastern side of the hallway. The Rune Giant collapsed in the hallway bleeds profusely over the marble tiles, its blood creating a jarring contrast from the black and white checkerboard motif.

Initiative Order: (Advances after actions or by Thursday 10/4 @ 7AM EDT)

Round 11

Jebediah
Griff (-20) and Friends (Green -58, Blue -15)

Hallway Storm Giants (Blue -36)
Grognar (-22 from Storm Giant attacks)
Ezren (In Emergency Force Sphere (EFS taken 105 points))
Shump (-22)
Less Distant Storm Giant
Floaty Flesh Things
Female Half-Lions
Sharton
Black Giant (Chamber)
Man in Robes (Out of sight))
Black Giant (Hallway, -295, unconscious)

Current Party Buffs:[/spoiler:

All: Inspire Courage +2, Countersong (26)
Time Elapsed since arrival: 26 minutes+ 6 seconds

Jebediah: Cold Resist 30 (22 min), Electricity Resist 30 (28 min), Haste (8 Rounds), Heroes Feast (12 hr), Hunter's Blessing (16 Hr), Life Bubble (5 Hr), Life Link, Magic Vestment (22 hr), Seamantle (18 min), Status (18 Hr), Wild Shaped

Ezren: Acid Pit (12 rounds), Cold Resist 30 (22 min), Protection or Resist Fire?, Contingency (Improved Invisibility, 17 days), Electricty Resist 30 (28 min), Emergency Force Sphere (15 rounds), Haste (8 rounds), Heroes Feast (12 hr), Hunter's Blessing (16 Hr), Life Link, Life Bubble (5 hr) Mage Armor (34 hr), Mind Blank (24 hr), Mirror Image (17 min, 5 images), Overland Flight (17 hr), See Invisibility (169 min), Shield (17 min), Status (18 Hr)
-Baal: Cold Resist 30 (47 min), Deathwatch (139 min), Haste (8 rounds), Heroes Feast (12 hr), Hunter's Blessing (16 hr), Life Link, Status (18 hr),

Grognar: Cold Resist 30 (22 min), Divine Favor (1 min), Divine Vessel (15 rounds), Eaglesoul (16 hr), Electricity Resist 30 (28 min), GMW (16 hr), Haste (8 rounds), Heightened Awareness (134 min), Heroes Feast (12 hr), Hunter's blessing (16 hr), Life Link, Life Bubble (6 hr), Magic Vestment (22 hr), Status (18 hr),

Sharton: Cold Resist 30 (22 min), Darkvision (16 hr), Electricity Resist 30 (28 min), Haste (8 rounds), Heightened Awareness (EXPIRED), Greater Invisibility (2 rounds used), Heroes Feast (12 hr), Hunter's Blessing (16 hr), Life Link, Life Bubble (5 hr), Mage Armor (16 hr), Overland Flight (16 hr), Status (18 Hr)

Shump: Cold Resist 30 (22 min), Electricity Resist 30 (28 min), GMW (22 Hr), Haste (8 rounds), Heroes Feast (12 Hr), Hunter's Blessing (16 Hr), Life Link, Life Bubble (6 hr), Magic Vestment (22 Hr), Status (18 hr),

Griff: Ant Haul (23 hours), Air Walk (7 hours), Cold Resist 30 (47 minutes), Contingency (Breath of Life, 18 days), Freedom of Movement (7 hours), Heroes Feast (12 hr), Hunter's Blessing (16 Hr), Invisible, Life Bubble (5 hr), Magic Vestment (22 hours), Mind Blank (24 hours), SMVII (3 Lillend Azatas, 12 rounds)

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

Life Link
Griff takes some damage from his comrades. Heal Grognar and Shump for 5, and Griff takes 10.

Standard Action
Griff plays it cool and just casts Cure Moderate Wounds on himself.
Cure Moderate Wounds: 2d8 + 10 ⇒ (7, 6) + 10 = 23 - So should be down 7 now.


Lillend Azata (Augmented) | HD 7 | HP 87/87 | AC 20 | T 12 | FF 17 | CMD 28 | F +9 | R +10 | W +10 | +1 longsword +16*/+11* (2d6+13*/19-20), tail slap +10* (2d6+5* plus grab); Immune: electricity, petrification, poison; Resist: cold 10, fire 10 | Active Conditions: Inspire Courage +2(*)[/ooc]

Free Actions (All 3)
The lillends continue to stay strong, feeling better about how the battle is going now.
Countersong (Green): 1d20 + 16 ⇒ (16) + 16 = 32

Standard Action
They all cast Invisibility on themselves once again, seeing that the giant next to them is down. (Let me know if that's not the case, but it looks like the elemental downed it)

They choose to remain where they are for now to not crowd the narrower hallway.

Grand Lodge

Male Half-Elf Druid (Saurian Shaman) 18 (HP 147/147) (AC 38(52)/14(24)/37(49)) (CMD 38) (Fort +19, Ref +13(+19), Will +21) (Init +2) (Perception +36)

Since I can't get to the rest of the combat, due to the Wall of Ice...

Jebediah snarls, then coup-de-graces the rune giant in front of him, to make *sure* that it is dead.

CdG: 2d8 + 44 + 4 - 2 ⇒ (2, 2) + 44 + 4 - 2 = 50 damage. DC 60 Fort save, or die, if he is not dead from that damage.

Tail lashing, he then 5' steps in the direction that the mage disappeared.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Yes, Protection, and not resist. Protection is better for Ezren anyway. Thanks for that catch. Is it correct to say that the elemental cannot earth glide through the walls or floor?

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

I thought Griff stopped the Wall of Ice from forming.


That would be my error regarding the Wall of Ice and Griff; I missed his reflex save from earlier and it would have been successful to prevent the Wall from completely forming. The Roll20 map has the wall taken off. Jebediah, if you would like to alter your action accounting for the absence of the wall, feel free.

Ezren, you will note that when the elemental attempted to move into the floor if was very visibly ejected from that surface after struggling for a moment; it would be logical to continue that assumption with regards to the walls, unless you would like to spend actions to research this issue further.

Grognar, Ezren, Shump:
You are welcome to take your actions after Jebediah indicates if he is changing his action or not. If Jeb moves to attack the Storm Giant, it will not be moving from its location and will be engaging him. If Jeb does not move to attack it, you all will hear coughing sounds and tromping noises that moves away towards the closed door.

Grand Lodge

Male Half-Elf Druid (Saurian Shaman) 18 (HP 147/147) (AC 38(52)/14(24)/37(49)) (CMD 38) (Fort +19, Ref +13(+19), Will +21) (Init +2) (Perception +36)

I can't see it, so I won't change my action.


Storm Giant Fort: 1d20 + 22 ⇒ (3) + 22 = 25

The group hears the storm giant coughing slightly as it retreats back into the stinky cloud for cover. Meanwhile, Jebediah caves in the Rune Giant's skull to make sure it stays down.

Knowledge Dungeoneering (Sharton):
These leontine women are lamia matriarchs, an aberrant race that was cursed into their current forms. They are typically immune to mind-affecting effects, possess some spell resistance, as as a race can perform a variety of enchantment and illusion spell-like abilities. Matriarchs also possess spell-casting abilities the go beyond those normally granted to lesser members of their race. Lamias can also inflict wisdom drain as a touch attack. Can ask additional questions as needed.

Initiative Order: (Advances after actions or by Friday 10/5 @ 10PM EDT)

Round 11

Jebediah
Griff (-20) and Friends (Green -58, Blue -15)
Hallway Storm Giants (Blue -36)
Grognar (-22 from Storm Giant attacks)
Ezren (EFS taken 105 points)
Shump (-22)

Less Distant Storm Giant
Floaty Flesh Things
Female Half-Lions
Sharton
Black Giant (Chamber)
Man in Robes (Out of sight))

201 to 250 of 1,028 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PbP Gameday VII] GM Irish202 RotRL: Spires of Xin-Shalast All Messageboards

Want to post a reply? Sign in.